Difference between revisions of "Casher"
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| − | + | =Introduction= | |
| + | You build most of your buildings Enterprise and Residential to make lots of money. You also max out your Res and Bus tech to make even more money. A casher can be nearly any government, but usually are Democracy or Republic. You get your military buy buying it with all the cash you make. You also buy your food and tech with the money you make. | ||
| + | =Republic= | ||
| + | This is believed by a lot of people to be the best strategy in the game. It is a relatively easy casher to play also. A republic gets 20% extra per capita income and a 20% exploration bonus. The extra per capita income is great for a casher because it gets them almost 20% more money per turn. The military disadvantage means that someone can send less offense at you and break. So reps should get weapons tech up to 110%. The exploration bonus will help with the military disadvantage because you can afford to explore longer and not attack other countries. | ||
| + | =Dictatorship= | ||
| + | This is the better casher to play for warring. Its military strength and spy bonus make it a tough nut to crack. Play a mono casher just like you would as a rep/casher to build up your country, and when war strikes switch over to Dictator. Since you wont be building, the negative construction speed will not be an issue. Be sure to protect yourself with tanks and turrets though, because this can heavily cripple your country. | ||
| + | =Democracy= | ||
| + | This can be a really easy strat to run or a really hard one, depends on how you play it. A democracy's advantage is that it has 0% market commissions. If you use this to your advantage fully you can make this an awesome strat. We will go over the basics first. The 0% market commissions mean that you don't pay "tax" on the food you sell or the military and tech you buy. This saves you money. Simply playing it like a regular casher makes this a pretty good strat. There is an added bonus though. The 0% market commissions mean you can resell off the public market. If food is selling for about $40 a bushel and you see 100,000 bushels come on the market at $30 you can buy them, no tax, and sell them for $40, no tax, which means you just made $10 per bushel, or $1 mill total. Just finding deals like this, on food, oil, military, or tech, you can make a lot of money. Democracies can also participate in buyouts. This can make you a TON of money. Reselling makes this strat a little harder to run but if you are willing to learn, you can finish extremely high in networth. The disadvantage of a democracy is that it takes 3 turns to attack. This just means you have to 1/3 feed or middle feed instead of bottomfeeding. Not a real big deal in terms of disadvantages. | ||
[[Category:Strategies]] | [[Category:Strategies]] | ||
Revision as of 20:35, 18 April 2010
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Introduction
You build most of your buildings Enterprise and Residential to make lots of money. You also max out your Res and Bus tech to make even more money. A casher can be nearly any government, but usually are Democracy or Republic. You get your military buy buying it with all the cash you make. You also buy your food and tech with the money you make.
Republic
This is believed by a lot of people to be the best strategy in the game. It is a relatively easy casher to play also. A republic gets 20% extra per capita income and a 20% exploration bonus. The extra per capita income is great for a casher because it gets them almost 20% more money per turn. The military disadvantage means that someone can send less offense at you and break. So reps should get weapons tech up to 110%. The exploration bonus will help with the military disadvantage because you can afford to explore longer and not attack other countries.
Dictatorship
This is the better casher to play for warring. Its military strength and spy bonus make it a tough nut to crack. Play a mono casher just like you would as a rep/casher to build up your country, and when war strikes switch over to Dictator. Since you wont be building, the negative construction speed will not be an issue. Be sure to protect yourself with tanks and turrets though, because this can heavily cripple your country.
Democracy
This can be a really easy strat to run or a really hard one, depends on how you play it. A democracy's advantage is that it has 0% market commissions. If you use this to your advantage fully you can make this an awesome strat. We will go over the basics first. The 0% market commissions mean that you don't pay "tax" on the food you sell or the military and tech you buy. This saves you money. Simply playing it like a regular casher makes this a pretty good strat. There is an added bonus though. The 0% market commissions mean you can resell off the public market. If food is selling for about $40 a bushel and you see 100,000 bushels come on the market at $30 you can buy them, no tax, and sell them for $40, no tax, which means you just made $10 per bushel, or $1 mill total. Just finding deals like this, on food, oil, military, or tech, you can make a lot of money. Democracies can also participate in buyouts. This can make you a TON of money. Reselling makes this strat a little harder to run but if you are willing to learn, you can finish extremely high in networth. The disadvantage of a democracy is that it takes 3 turns to attack. This just means you have to 1/3 feed or middle feed instead of bottomfeeding. Not a real big deal in terms of disadvantages.